scratch-vm/src/engine/target.js

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const EventEmitter = require('events');
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const Blocks = require('./blocks');
const Variable = require('../engine/variable');
const List = require('../engine/list');
const uid = require('../util/uid');
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const {Map} = require('immutable');
/**
* @fileoverview
* A Target is an abstract "code-running" object for the Scratch VM.
* Examples include sprites/clones or potentially physical-world devices.
*/
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class Target extends EventEmitter {
/**
* @param {Runtime} runtime Reference to the runtime.
* @param {?Blocks} blocks Blocks instance for the blocks owned by this target.
* @constructor
*/
constructor (runtime, blocks) {
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super();
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if (!blocks) {
blocks = new Blocks();
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}
/**
* Reference to the runtime.
* @type {Runtime}
*/
this.runtime = runtime;
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/**
* A unique ID for this target.
* @type {string}
*/
this.id = uid();
/**
* Blocks run as code for this target.
* @type {!Blocks}
*/
this.blocks = blocks;
/**
* Dictionary of variables and their values for this target.
* Key is the variable name.
* @type {Object.<string,*>}
*/
this.variables = {};
/**
* Dictionary of lists and their contents for this target.
* Key is the list name.
* @type {Object.<string,*>}
*/
this.lists = {};
/**
* Dictionary of custom state for this target.
* This can be used to store target-specific custom state for blocks which need it.
* TODO: do we want to persist this in SB3 files?
* @type {Object.<string,*>}
*/
this._customState = {};
}
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/**
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* Called when the project receives a "green flag."
* @abstract
*/
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onGreenFlag () {}
/**
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* Return a human-readable name for this target.
* Target implementations should override this.
* @abstract
* @returns {string} Human-readable name for the target.
*/
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getName () {
return this.id;
}
/**
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* Look up a variable object, and create it if one doesn't exist.
* @param {string} id Id of the variable.
* @param {string} name Name of the variable.
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* @return {!Variable} Variable object.
*/
lookupOrCreateVariable (id, name) {
const variable = this.lookupVariableById(id);
if (variable) return variable;
// No variable with this name exists - create it locally.
const newVariable = new Variable(id, name, 0, false);
this.variables[id] = newVariable;
return newVariable;
}
/**
* Look up a variable object.
* Search begins for local variables; then look for globals.
* @param {string} id Id of the variable.
* @param {string} name Name of the variable.
* @return {!Variable} Variable object.
*/
lookupVariableById (id) {
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// If we have a local copy, return it.
if (this.variables.hasOwnProperty(id)) {
return this.variables[id];
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}
// If the stage has a global copy, return it.
if (this.runtime && !this.isStage) {
const stage = this.runtime.getTargetForStage();
if (stage.variables.hasOwnProperty(id)) {
return stage.variables[id];
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}
}
}
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/**
* Look up a list object for this target, and create it if one doesn't exist.
* Search begins for local lists; then look for globals.
* @param {!string} name Name of the list.
* @return {!List} List object.
*/
lookupOrCreateList (name) {
// If we have a local copy, return it.
if (this.lists.hasOwnProperty(name)) {
return this.lists[name];
}
// If the stage has a global copy, return it.
if (this.runtime && !this.isStage) {
const stage = this.runtime.getTargetForStage();
if (stage.lists.hasOwnProperty(name)) {
return stage.lists[name];
}
}
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// No list with this name exists - create it locally.
const newList = new List(name, []);
this.lists[name] = newList;
return newList;
}
/**
* Creates a variable with the given id and name and adds it to the
* dictionary of variables.
* @param {string} id Id of variable
* @param {string} name Name of variable.
*/
createVariable (id, name) {
if (!this.variables.hasOwnProperty(id)) {
const newVariable = new Variable(id, name, 0,
false);
this.variables[id] = newVariable;
}
}
/**
* Renames the variable with the given id to newName.
* @param {string} id Id of renamed variable.
* @param {string} newName New name for the variable.
*/
renameVariable (id, newName) {
if (this.variables.hasOwnProperty(id)) {
const variable = this.variables[id];
if (variable.id === id) {
variable.name = newName;
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if (this.runtime) {
const blocks = this.runtime.monitorBlocks;
blocks.changeBlock({
id: id,
element: 'field',
name: 'VARIABLE',
value: newName
}, this.runtime);
this.runtime.requestUpdateMonitor(Map({
id: id,
params: blocks._getBlockParams(blocks.getBlock(variable.id))
}));
}
}
}
}
/**
* Removes the variable with the given id from the dictionary of variables.
* @param {string} id Id of renamed variable.
*/
deleteVariable (id) {
if (this.variables.hasOwnProperty(id)) {
delete this.variables[id];
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if (this.runtime) {
this.runtime.requestRemoveMonitor(id);
}
}
}
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/**
* Post/edit sprite info.
* @param {object} data An object with sprite info data to set.
* @abstract
*/
postSpriteInfo () {}
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/**
* Retrieve custom state associated with this target and the provided state ID.
* @param {string} stateId - specify which piece of state to retrieve.
* @returns {*} the associated state, if any was found.
*/
getCustomState (stateId) {
return this._customState[stateId];
}
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/**
* Store custom state associated with this target and the provided state ID.
* @param {string} stateId - specify which piece of state to store on this target.
* @param {*} newValue - the state value to store.
*/
setCustomState (stateId, newValue) {
this._customState[stateId] = newValue;
}
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/**
* Call to destroy a target.
* @abstract
*/
dispose () {
this._customState = {};
}
}
module.exports = Target;